Tron@Posted: Thu Mar 08, 2007 1:17 pm :
Just wondering if anyone knows if it is possible to create and texture a model in 3dsmax using material id's to have multiple textures on one piece of mesh, and then have it automatically split up the mesh into seperate pieces based on the material id to allow Doom 3 to load it.



Tron@Posted: Thu Mar 08, 2007 1:35 pm :
Ok, it's late, feel stupid now. Just realised straight after posting that doing it manually is easy anyway since I can select by material id.

Tron = tired and stupid.



der_ton@Posted: Thu Mar 08, 2007 1:48 pm :
Since Doom3 doesn't load 3dsmax models, it's not primarily a question of how you organize the model in 3dsmax, but what is in the ASE (static) or MD5 (characters) that you will have to generate at some point.



Tron@Posted: Thu Mar 08, 2007 2:27 pm :
der_ton wrote:
Since Doom3 doesn't load 3dsmax models, it's not primarily a question of how you organize the model in 3dsmax, but what is in the ASE (static) or MD5 (characters) that you will have to generate at some point.


I export in ASE from max using multiple materials which works fine so long as the model is broken up in max beforehand.



6th Venom@Posted: Thu Mar 08, 2007 4:15 pm :
Tron wrote:
Just wondering if anyone knows if it is possible to create and texture a model in 3dsmax using material id's to have multiple textures on one piece of mesh, and then have it automatically split up the mesh into seperate pieces based on the material id to allow Doom 3 to load it.


Use a Sub/Multi Material insteed of a Standard one in the material editor, and then apply it to the model.
The Ase will not allow it, you can only work with this on md5mesh. (correct me if i'm wrong...)



mikebart@Posted: Fri Mar 09, 2007 2:19 am :
6th Venom wrote:
Tron wrote:
Just wondering if anyone knows if it is possible to create and texture a model in 3dsmax using material id's to have multiple textures on one piece of mesh, and then have it automatically split up the mesh into seperate pieces based on the material id to allow Doom 3 to load it.


Use a Sub/Multi Material insteed of a Standard one in the material editor, and then apply it to the model.
The Ase will not allow it, you can only work with this on md5mesh. (correct me if i'm wrong...)


Sorry to step in with another question but how much difference would it make in regards to performance if I were to export a building as an animated md5mesh, with curtains flapping and Ivy swaying in the wind?



Lumpengnom@Posted: Fri Mar 09, 2007 8:02 am :
mikebart wrote:
6th Venom wrote:
Tron wrote:
Just wondering if anyone knows if it is possible to create and texture a model in 3dsmax using material id's to have multiple textures on one piece of mesh, and then have it automatically split up the mesh into seperate pieces based on the material id to allow Doom 3 to load it.


Use a Sub/Multi Material insteed of a Standard one in the material editor, and then apply it to the model.
The Ase will not allow it, you can only work with this on md5mesh. (correct me if i'm wrong...)


Sorry to step in with another question but how much difference would it make in regards to performance if I were to export a building as an animated md5mesh, with curtains flapping and Ivy swaying in the wind?


Don´t know about the performance, but it´s probably reasonable to export only the moving parts as md5 because md5s don´t come with a collision model.



6th Venom@Posted: Fri Mar 09, 2007 12:10 pm :
mikebart wrote:
Sorry to step in with another question but how much difference would it make in regards to performance if I were to export a building as an animated md5mesh, with curtains flapping and Ivy swaying in the wind?


Using a MD5mesh rather than an ASE will not do anything in performance hit, performances are more about how many lights per face/poly in the scene, how complex is the shadow calculation, and visportals.

The way i'll do if i should, be to create the whole thing into one md5mesh, and create a simple clip model and export it as a ASE, applying on it a clip material.
(except if you want to walk on/in it)



modern@Posted: Fri Mar 09, 2007 5:18 pm :
I cant say for certain which way is more efficient, but I think splitting up the building into sections with one material will likely be more effective than exporting the building as a whole, even if it was just a static mesh. It would certainly be true if you are using portals.



Tron@Posted: Thu Mar 08, 2007 1:17 pm :
Just wondering if anyone knows if it is possible to create and texture a model in 3dsmax using material id's to have multiple textures on one piece of mesh, and then have it automatically split up the mesh into seperate pieces based on the material id to allow Doom 3 to load it.



Tron@Posted: Thu Mar 08, 2007 1:35 pm :
Ok, it's late, feel stupid now. Just realised straight after posting that doing it manually is easy anyway since I can select by material id.

Tron = tired and stupid.



der_ton@Posted: Thu Mar 08, 2007 1:48 pm :
Since Doom3 doesn't load 3dsmax models, it's not primarily a question of how you organize the model in 3dsmax, but what is in the ASE (static) or MD5 (characters) that you will have to generate at some point.



Tron@Posted: Thu Mar 08, 2007 2:27 pm :
der_ton wrote:
Since Doom3 doesn't load 3dsmax models, it's not primarily a question of how you organize the model in 3dsmax, but what is in the ASE (static) or MD5 (characters) that you will have to generate at some point.


I export in ASE from max using multiple materials which works fine so long as the model is broken up in max beforehand.



6th Venom@Posted: Thu Mar 08, 2007 4:15 pm :
Tron wrote:
Just wondering if anyone knows if it is possible to create and texture a model in 3dsmax using material id's to have multiple textures on one piece of mesh, and then have it automatically split up the mesh into seperate pieces based on the material id to allow Doom 3 to load it.


Use a Sub/Multi Material insteed of a Standard one in the material editor, and then apply it to the model.
The Ase will not allow it, you can only work with this on md5mesh. (correct me if i'm wrong...)



mikebart@Posted: Fri Mar 09, 2007 2:19 am :
6th Venom wrote:
Tron wrote:
Just wondering if anyone knows if it is possible to create and texture a model in 3dsmax using material id's to have multiple textures on one piece of mesh, and then have it automatically split up the mesh into seperate pieces based on the material id to allow Doom 3 to load it.


Use a Sub/Multi Material insteed of a Standard one in the material editor, and then apply it to the model.
The Ase will not allow it, you can only work with this on md5mesh. (correct me if i'm wrong...)


Sorry to step in with another question but how much difference would it make in regards to performance if I were to export a building as an animated md5mesh, with curtains flapping and Ivy swaying in the wind?



Lumpengnom@Posted: Fri Mar 09, 2007 8:02 am :
mikebart wrote:
6th Venom wrote:
Tron wrote:
Just wondering if anyone knows if it is possible to create and texture a model in 3dsmax using material id's to have multiple textures on one piece of mesh, and then have it automatically split up the mesh into seperate pieces based on the material id to allow Doom 3 to load it.


Use a Sub/Multi Material insteed of a Standard one in the material editor, and then apply it to the model.
The Ase will not allow it, you can only work with this on md5mesh. (correct me if i'm wrong...)


Sorry to step in with another question but how much difference would it make in regards to performance if I were to export a building as an animated md5mesh, with curtains flapping and Ivy swaying in the wind?


Don´t know about the performance, but it´s probably reasonable to export only the moving parts as md5 because md5s don´t come with a collision model.



6th Venom@Posted: Fri Mar 09, 2007 12:10 pm :
mikebart wrote:
Sorry to step in with another question but how much difference would it make in regards to performance if I were to export a building as an animated md5mesh, with curtains flapping and Ivy swaying in the wind?


Using a MD5mesh rather than an ASE will not do anything in performance hit, performances are more about how many lights per face/poly in the scene, how complex is the shadow calculation, and visportals.

The way i'll do if i should, be to create the whole thing into one md5mesh, and create a simple clip model and export it as a ASE, applying on it a clip material.
(except if you want to walk on/in it)



modern@Posted: Fri Mar 09, 2007 5:18 pm :
I cant say for certain which way is more efficient, but I think splitting up the building into sections with one material will likely be more effective than exporting the building as a whole, even if it was just a static mesh. It would certainly be true if you are using portals.